Bring Create_CLUTer in line with Create_TurnsTile
Combine separate RGB/YUV loops in paletteGen
Switch CLUTer from Euclidean Distance to SAD

The sum of absolute differences works just as well for my purposes, and
eliminates all the multiplications.
Replace calls to STL find with sort and erase

Much faster to read in everything from the input palette and remove
duplicates after the fact than to try avoiding them in the first place.
Combine RGB/YUY2 palette loading